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InsideQC Forums • View topic - md2 models

md2 models

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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md2 models

Postby ajay » Fri Apr 15, 2011 4:06 pm

Found some interesting models here: http://www.md2.sitters-electronics.nl/models.htm

Having problems running them in Darkplaces, model is showing but unskinned, with the following error: "Invalide skin coordinate, reverting to ....."

Is there a usual reason/solution for this? Although DP shows the models qme 3.0 crashes when loading it.
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Postby ceriux » Fri Apr 15, 2011 5:15 pm

i tried to download one and it wouldnt even dl.

edit: nvm i got it.

qme wont load the skins either.
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Re: md2 models

Postby Nahuel » Fri Apr 15, 2011 11:07 pm

mmm, thanks for the Site. These models are GNU and grEat.
I could use the models but I had to do some "strange" things.
First to import the skins with quark, because some models do not have assigned skins. I opened them with the quark and then I imported them with
toolboxes-texture browser - edit-import files - make file links and I imported the skins in format pcx (8 bits to avoid problems and after I use 32 bits).
YES!!! this is the way to import skins with quark.Well, then I put the models in the directory of the models of my mod (progs) together with the correspondent skins.
when I iproved with the darkplaces the model was seen without SKIN.
OPS!
what I did was simply to put the skin in the directory of the mod, BEcausethe skins should not be in the directory progs, but in the same mod directory (same folder directory progs, sound, maps etc.).
Because the engine calls from there.This is really ugly but one can repair putting one texture.pk3 with all the skins (I believe that it would work) or one pak2.pak or something like that.

I believe, nevertheless, that another solution consists (once we have imported the skins in the quark) to transform the models md2 to mdl.this would be another solution.
I hope to have explained myself, sorry for my English.

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hi, I am nahuel, I love quake and qc.
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Re: md2 models

Postby leileilol » Fri Apr 15, 2011 11:14 pm

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Re: md2 models

Postby Nahuel » Fri Apr 15, 2011 11:19 pm

hi, I am nahuel, I love quake and qc.
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Postby leileilol » Fri Apr 15, 2011 11:26 pm

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Postby Nahuel » Fri Apr 15, 2011 11:36 pm

hi, I am nahuel, I love quake and qc.
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Postby ajay » Sat Apr 16, 2011 8:41 am

Thanks leileilol I was kind of guessing that they looked too good to be true.
Is there a way to know which are appropriate to use and which aren't? Or are they all dodgy?


EDIT:
Although to be honest it's a somewhat pointless as 1) I can't get the models to load their textures in an editor and (slightly less problematically admittedly, as if I could save them w/ textures and get QME 3.0 happy with them I could sort it) their a little out of scale
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Postby ajay » Sun Apr 17, 2011 2:24 pm

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Postby Spirit » Sun Apr 17, 2011 8:48 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Mexicouger » Tue Apr 26, 2011 1:28 am

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Postby behind_you » Tue Apr 26, 2011 7:47 am

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Postby MichaelSteve » Mon May 02, 2011 1:35 am

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